ReaperOfVeriod 36641b4cf8 Parse tfrag terrain blocks and decode all vertex positions
Adds gc-formats::tfrag and a gated real-disc test that decodes every
terrain patch on all 27 levels.

Two rules decide whether this works at all, and both were wrong on the
first attempt:

The vector format is encoded in the VIF command byte, not the immediate.
Bits 2-3 are vn (component count minus one) and bits 0-1 are vl, giving
element_size = ((32 >> vl) * (vn + 1)) / 8. Terrain positions are vn=2,
vl=1 (command 0x69) at 6 bytes. Reading the format from the immediate's
low nibble -- the more commonly quoted layout -- yields 12 or 16 bytes
and misaligns everything after it.

Unpack payloads pad to 4 bytes, and several non-unpack commands carry
inline data: STROW/STCOL 16, STMASK 4, MPG num*8, DIRECT/DIRECTHL
imm*16. Ignoring those desynchronises the walk, and a desynchronised
walk still finds code words that look like positions.

Positions are also not all in one list. vert_count is the total across
three tiers, the LOD-2 list precedes the common one in offset order, and
the LOD-0-only list starts at shared_ofs + lod_1_size*16 rather than at
an offset of its own. Scanning only the common list matches about a
quarter of patches, each exactly -- which is what made it convincing.

The invariant is that every patch yields exactly its own vert_count. It
caught both errors, so tfrag_positions returns None on a mismatch rather
than partial geometry. All 27 levels: 18,102 patches, 821,439 vertices,
zero mismatches.

Still open: strips, triangle indices and the RGBA vertex-info arrays.
Positions alone are not drawable.
2026-10-10 02:07:02 +02:00

Going Commando

A native PC reimplementation of Ratchet & Clank: Going Commando (PlayStation 2, 2003), written in Rust.

The game is reimplemented, not emulated. There is no MIPS interpreter here and no CPU emulator: the systems are ported to Rust so they run as ordinary native code.

Status: initial scaffold. The disc is identified and verified, the workspace builds, and nothing else is implemented yet. See docs/roadmap.md for where things stand and what comes next.

The target

Game Ratchet & Clank: Going Commando
Platform PlayStation 2
Disc SCUS_972.68 v1.01, USA Black Label
Video NTSC, 60 Hz
Boot ELF SHA-1 bacda860cbd6723142e86db56f197e47e728970f

Verified against a real disc — see docs/disc-identification.md. This is the build the reference projects pin; Greatest Hits v2.00 is a different binary and is not the target.

No game content

This repository contains no game assets, no disc images, no BIOS dumps and no proprietary toolchains. You supply your own legally obtained copy of the disc as an input, the way the upstream reference projects do.

A pre-commit hook enforces this, blocking disc images, asset directories, container signatures and files over 50 MiB. If you clone elsewhere, enable it:

git config core.hooksPath .githooks

Layout

crates/
  gc-formats/    asset format parsers (pure, no I/O beyond the caller's buffer)
  gc-extract/    disc pipeline: identify, unpack, verify
  gc-game/       game logic: hero, weapons, moby classes, progression, saves
  gc-video/      IPU / MPEG-2 decode
  gc-engine/     Bevy app: Graphics Synthesizer, VU0/VU1, renderer, frame loop
docs/
  disc-identification.md   which disc we build against, verified
  roadmap.md               phases, gates, current status
  plan/                    one file per subsystem, written as work proceeds
  formats/                 format specs, written as formats are reversed
tools/
  identify-disc.py         identify any Going Commando disc image
vendor/
  rerac/                   pinned upstream reference checkout (not tracked)

Building

Requires a Rust toolchain via rustup.

cargo check --workspace
cargo test  --workspace

The host audio backend is disabled in Cargo.toml (see the comment there) so that the workspace builds without system ALSA development headers. Audio decode is the last phase of the port and lives in gc-video; re-enable it and install alsa-lib-devel when that work starts.

Identifying a disc

python3 tools/identify-disc.py <your-disc.iso>

Reports the serial, version and video mode from SYSTEM.CNF, hashes the boot executable, and warns when the disc is not the supported build. Reads only a few megabytes, so it is near-instant.

How it will be verified

Visual and behavioural comparison against PCSX2, replaying recorded input and comparing frames, level by level. The PS2 float model is reproduced rather than approximated — see AGENTS.md.

Credits and licensing

This project learns from and is built on the work of others. Licences are recorded in PROVENANCE.md and notices must travel with any code derived from them.

  • ReRAC — a native Rust/Bevy port of Ratchet & Clank (2002), the first game. ISC. The architecture this project follows.
  • OpenRAC / rac2-gc-decomp — matching decompilation research for this game. MIT. Source of verified struct layouts and engine documentation.
  • Wrench — community documentation of Insomniac's container formats. GPL, used as a specification reference only; no code is copied.

Ratchet & Clank is a trademark of Sony Interactive Entertainment. This is an unofficial fan project, not affiliated with or endorsed by Sony Interactive Entertainment or Insomniac Games.

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